Gamification to encourage learner autonomy

Nik Peachey

classroom management games gamification gbl learner autonomyThis post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back.

Gamification in the Classroom – Getting Started


By CUE Member and Guest Blogger Alice Keeler Gamification – what made me venture into the world of games as a teacher? The post Gamification in the Classroom – Getting Started appeared first on OnCUE. One day I had a struggling student eagerly bring me his math homework and exclaim, “What is my grade?” Well… the student had not done any homework the whole year, failed every test and […].

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Gamification for the Win! Escape from Detention

The Daring Librarian

android catina escape escape from detention game gamification HCL HiTech lab howard county public library ipad app iphone app mindgrub technically baltimore Tekye You''re looking at the proud smiling faces of a middle school Game App designer.

Integration of Digital Badges to Acknowledge Professional Learning

A Principal's Reflections

The idea behind this platform is to provide professional learning with a pinch of gamification. ?For The following is cross-posted at Laura Fleming''s blog titled Worlds of Learning. Laura is the new media specialist at NMHS and has been challenged to develop innovative ways to create structures to recognize informal learning of both teachers and students.

Gamification in the classroom

Kairos EdTech

Here''s a very cool infographic that shows how gamification is affecting education. Created by Knewton and Column Five Media The following is an example of a gamification project in History class: games gamification history PBL

Technology won't replace teachers, but.

Learning with 'e's

Some very useful examples of technology to solve problems were presented at both conferences, and there were discussions around digital literacy, gamification, mobile learning and digital pedagogical strategies.

Digital classrooms

Learning with 'e's

Gamification and games based learning will establish a stronger foothold in classrooms as teachers realise just how powerful self-paced, self-assessed task oriented and problem based learning can be. This is Part 5 in my series of posts on the future of learning and technology.

The 2013 Reform Symposium This Week - Online, Free, and with Amazing Speakers and Presenters

The Learning Revolution Has Begun

The fourth annual Reform Symposium Free Online Conference (RSCON) starts this Friday, October 11th, running for three days and in conjunction with Connected Educator Month.

Got Game? Learning Through Play. Seriously! #SXSWedu


gamification sxswedu Notes from panel presentation at SXSWedu. link] - New project from Brainpop bringing together educational games for teachers and students. Started 2 years ago. All free content. No login necessary. About 57 games with content support. Working toward allowing teachers to gather data on student use and progress in the games. Learning Games Network - nonprofit spinoff from university r&d groups. Central offering is Xenos.

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How to Play: Models for Game-Based Learning #SXSWedu


Notes from a panel session at SXSWedu 2013 [link] Teaching is a complex undertaking. Who are students and teachers in 2013? Kids in 2013 have well developed game playing abilities, but they check those skills at the schoolhouse door b/c that''s not their school experience. gamification sxswedu Learning is a deep challenge. Schools are messy. How do we approach game development and what role does it have in learning? Play is fundamental to how we learn.

Digital classrooms

Learning with 'e's

Gamification and games based learning will establish a stronger foothold in classrooms as teachers realise just how powerful self-paced, self-assessed task oriented and problem based learning can be. This is Part 5 in my series of posts on the future of learning and technology.

Kahoot: From taking quizzes to transforming your classroom.

Class Tech Integrate

Kahoot was launched in September of 2013, so it's hardly a "new/cutting edge tool." blended learning edleadership edtech flipped learning gamification technology integration

The Games Art Historians Play: Online Game-based Learning in Art History and Museum Contexts


To begin with some definitions, game-based learning differs from gamification in several important ways. Sometimes the latter is reduced to bells and whistles such as gold stars and progress bars, but gamification is potentially a much more subtle and powerful teaching strategy.

The Mobile Learning Imperative in Higher Education

Kevin Corbett

57% of college students use a smartphone (2013 data seems low to me). The post The Mobile Learning Imperative in Higher Education appeared first on | elearning, mobile learning, gamification and more. The Mobile Learning in Higher Education [ INFOGRAPHIC ].

The Benefits of Virtual Reality (VR) in Schools to Motivate Students


Source: Carl Wieman Science Education Initiative, 2013, [link]. Some amount of gamification would increase interest, in some cases, but not everything benefits from a gamified approach.

Digital Distractions: Halloween Edition


iOS and Android) - Mark Sample highlighted this fantastic app in 2013 , and I’ve been using it on and off since to add some variety to my running. With gamification still getting some buzz in educational circles, this app is a great example of incentives through story done right.

One Year Later: 2nd Cohort of New Innovators Finish Their Yearlong Cohort


Discover how the Technology Integration Planning Cycle (Hutchinson & Woodward, 2013) can prepare teachers to think differently about lesson design in a 1:1 environment. Fanny helped with a book chapter that I wrote on gamification.

When His Roster Outgrew His Classroom, This Prof Mastered Modular Online Curriculum


In 2013, he documented the experience in a case study in the Atlantic Marketing Journal, titled “ Operating a Very Large-Section, Hybrid Principles of Marketing Class at a Public University: Lessons Learned over Ten Years.” Experiment with gamification Robertson is now exploring the use of gamification—creating a set of modules that students will complete to unlock the next level of modules—as is common in video games.

7 Shifts To Create A Classroom Of The Future

TeachThought - Learn better.

Ed note: This post has been updated from a 2013 post). Game-Based Learning & Gamification. Tomorrow’s Learning Today: 7 Shifts To Create A Classroom Of The Future. by Terry Heick. (Ed So we’re taking a stand here.

The mLearning Moment in K-12 Education

Kevin Corbett

According to the infographic 71% of districts surveyed in 2014 reported that at least a quarter of their schools have adopted mobile technology–up from 60% in 2013. The post The mLearning Moment in K-12 Education appeared first on | elearning, mobile learning, gamification and more.


Taking Student Voice Beyond The Classroom


I decided to make student voice part of my life’s work in 2013, at the start of my 6th year teaching Sophomore English. At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn.

Orientation Inspiration 2017


Check out Orientation Inspiration (2013) and Orientation Attitude (2016). Gamification. In years past, I’ve written about orientation and strategies for opening the school year.

Resources from Miami Device

Learning in Hand

Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. How We Are Flipping the Script by Sarah Thomas "Flipping" seems like the new educational technology buzzword of 2013, but what exactly does it mean?

Its 2019. So Why Do 21st-Century Skills Still Matter?


In my own work with educators around the globe, I’ve watched the emergence of 21st century trends such as makerspaces, flipped learning, genius hour, gamification, and more. The Buck Institute for Education offers a wide range of resources, including the book, PBL for 21st Century Success: Teaching Critical Thinking, Collaboration, Communication, and Creativity (Boss, 2013), and downloadable rubrics for each of the 4Cs.

Teens and Tech: Distinguishing Addiction from Habit


“Technology addiction” doesn’t appear in the latest Diagnostic and Statistical Manual, the DSM-V, published in 2013. For over a decade Gabe Zichermann was a self-described “cheerleader” for what’s called “gamification.”

Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Gamification for Learning. Tip Tap Tap was formally incorporated in February 2015, however the business and technology development began back in 2013.

How One Coding School Hopes to Teach Thousands of Students, Without Professors


This unusual school started in Paris in 2013 -- it’s the passion project of French telecom billionaire Xavier Niel, who donated $100-million to the effort. You know when it's over because we have a gamification system. When I first heard of the coding school 42 it sounded almost like a hoax. Tuition is free, for one thing, and some students even get free lodging in dorms. What’s the catch?

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The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs

EdTech Magazine

If you’d like to check out the Must-Read IT blogs from previous years, view our lists from 2017 , 2016 , 2015 , 2014 and 2013. Mariana Garcia uses gamification, project-based learning and the Genius Hour to stimulate and inspire her students in “the age of technology.”. The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs. juliet.vanwage…. Sun, 04/29/2018 - 20:12. In the digital age, using your voice has taken on a whole new meaning.

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The History of the Pedometer (and the Problems with Learning Analytics)

Hack Education

A study published in 2013 found that these devices tended to underestimate the energy expended while standing or bicycling or jogging uphill. They say they like the “gamification” of exercise – earning points and badges, sharing their efforts via social media, and so on.

The Asian Money Fueling US Edtech Investments


million (Seed) 2015 Sinovation Ventures Ready4 $8 million (A) 2016 TAL Education, Yongjin Group, ZhenFund Securly $3 million (Seed) 2013 Sinovation Ventures, ZhenFund Swing Education $7.8 The technologies built by these companies span a wide gamut of buzzwords (adaptive learning, artificial intelligence, gamification) but will be integrated with TAL’s online offerings. “ You Can’t Make Movies Without China.”

A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Gamification. How To Create Learning Through Play (Heick 2013). Learning Models, Theories, and Technology: A Dictionary For 21st Century Teachers. by Terry Heick and TeachThought Staff.

Learning Revolution Events - Future of Museums Events Are This Week - AltEdFilmFest - Homeschooling - Gaming in Ed

The Learning Revolution Has Begun

Both events are focused on four main themes from the NMC Horizon Report > 2013 Museum Edition : Bring Your Own Device, Location-Based Services, Crowdsourcing, and Makerspaces. In September, we''ll be hosting the inaugural Gaming in Ed conference, a great opportunity for you to share about what gamification looks like in your classroom, library, or household. The Learning Revolution Weekly Update July 22nd, 2014 Every individual matters. Every individual has a role to play.

Learning Revolution - Week's Free Events - Libraries Change Lives - Global Citizens - Great Keynote Recordings - NMC Weekly Top Ten Stories

The Learning Revolution Has Begun

Deadlines Reform Symposium MiniCon April , April 6th 9:30am - 1pm EDT Upcoming deadlines: Sign up for the Tech & App Smackdown - Share your favorite web tool or app as we celebrate our amazing presenters from 2013 and look forward to #RSCON5 on July 11-13th, 2014. Anderson from the School Leadership Summit 2013 - on "Leadership In The Digital Age" [link] NMC Navigator Top Ten 10 Crowdfunding Success Stories to Love With A Voice Interface API For Any App,

Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” ” The DQC reports that 49 states and the District of Columbia have introduced some 410 bills addressing student data privacy since 2013, with 73 of these bills actually becoming law. This is part eight of my annual review of the year in ed-tech.

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